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  1. #1
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    899
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100

    Feedback: Provide an option or toggle to avoid floating necklaces

    There are a lot of necklace pieces in the game that I like but that I end up not using because they float over the character's neck.

    I understand that one possible reason why they do so is to avoid weird clipping issues with chest pieces but the game already features chests with inherent necklaces that fit perfectly against the neck and without any floating.

    It would then be great to have some kind of toggle or option to choose whether specific necklaces should float as they do now or actually rest on our characters' necks.

    Edit: this problem also affects other equipment types such as bracelets and head pieces. See this post.

    To anyone else reading, what is your opinion on this? Are there any other issues with necklaces or jewelry in general that you would like seeing addressed?
    (6)
    Last edited by Aco505; 12-19-2025 at 10:30 PM.

  2. #2
    Player
    Underscore's Avatar
    Join Date
    Apr 2024
    Location
    Gridania
    Posts
    355
    Character
    Exia Lupus
    World
    Spriggan
    Main Class
    Ninja Lv 100
    Personally I'm more bothered by floating weapons, especially on Viper. It's crazy how far the swords float off your back.
    (0)
    Bring back 6.0 Dragoon. I want my job back.

  3. #3
    Player
    AllanMiles's Avatar
    Join Date
    May 2025
    Posts
    4
    Character
    Taiki Farrell
    World
    Moogle
    Main Class
    Ninja Lv 100
    I thought I was the only one bothered by this!! I know it's a small problem, but that doesn't make it less important! (And yes, please, I'd love to see both this AND the floating weapons corrected.)
    It also seems to be more prevalent on neck pieces like pendants. I'm leaving some examples to illustrate how they look in my character; I wish they looked like the pendant in the Summer Indigo Shirt, to provide an example — that would make me use Neck pieces in glamours more often and start collecting more of them ^^

    (2)

  4. #4
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,122
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Red Mage Lv 100
    A lot of the older necklaces are so high up on the neck they look extremely uncomfortable in addition to physics-breaking.
    (1)

  5. #5
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    899
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by AllanMiles View Post
    I thought I was the only one bothered by this!! I know it's a small problem, but that doesn't make it less important! (And yes, please, I'd love to see both this AND the floating weapons corrected.)
    It also seems to be more prevalent on neck pieces like pendants. I'm leaving some examples to illustrate how they look in my character; I wish they looked like the pendant in the Summer Indigo Shirt, to provide an example — that would make me use Neck pieces in glamours more often and start collecting more of them ^^
    Agreed. So many chest pieces have necklaces that are properly placed around our character's neck. To provide another example, check the image of the Classical Eques's Chiton below:



    They fit just fine with minimum floating. Additionally, there is the case of the Forgerise Chestwrap, which showcases a well placed neck piece.

    On another note, I have realized that this issue is not exclusive to necklaces but also to other types of jewelry such as bracelets (e.g. Edenmete Wristlet and its recolors) as well as specific head gear like tiaras, circlets or chains.

    In the two pictures below, we can observe how the Lix Temple Chain and the Troian Circlet of Fending present quite a bit of space between the forehead and the head piece itself:



    Such a space should not exist in the first place. We should at least have some kind of toggle to reduce this floating problem that affects jewelry. Ideally, gear is designed so that this does not happen in the first place and/or the pieces adjust to our characters' models as needed.
    (1)
    Last edited by Aco505; 12-19-2025 at 10:28 PM.

  6. #6
    Player
    Kelg's Avatar
    Join Date
    May 2012
    Posts
    505
    Character
    Kelg Granthal
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    They didn't do this on purpose to avoid clipping, its a scaling issue, probably caused by how the game scales gear to different races automatically. These pieces weren't ever meant to sit perfectly on your neck, and adjusting each piece to sit perfectly on your neck would be a massive undertaking because it would involve editing each model individually for each race.
    (0)

  7. #7
    Player
    Alice_Rivers's Avatar
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    Jul 2024
    Posts
    582
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kelg View Post
    They didn't do this on purpose to avoid clipping, its a scaling issue, probably caused by how the game scales gear to different races automatically. These pieces weren't ever meant to sit perfectly on your neck, and adjusting each piece to sit perfectly on your neck would be a massive undertaking because it would involve editing each model individually for each race.
    I'm not convinced that it's that complicated. For weapons and necklaces, so long as clothing and skin have proper collisions you can set them to 'fall' onto the character, if you need to you allow a few pixels of 'buffer' zone. If hair were remodelled slightly to put the 'hinge' further up the head then this technique would significantly alleviate hair clipping on clothing too.
    (1)

  8. #8
    Player
    Kelg's Avatar
    Join Date
    May 2012
    Posts
    505
    Character
    Kelg Granthal
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I'm not convinced that it's that complicated. For weapons and necklaces, so long as clothing and skin have proper collisions you can set them to 'fall' onto the character, if you need to you allow a few pixels of 'buffer' zone. If hair were remodelled slightly to put the 'hinge' further up the head then this technique would significantly alleviate hair clipping on clothing too.
    Its not complicated, its just a lot of tedious work to change them all. The Necklaces in this game do not have any physics to them(at best they have simulated wind movement, which is not the same as actual physics), so they don't fall onto the character body, that would cause massive amounts of lag on lower end machines. They are held in place by bones and weight painting rather than game physics, so even the ones that look like they sit correctly are actually floating.

    They may be able to adjust the values on their autoscaling tool and make it scale them closer to the neck, but it would probably cause some clipping into the neck on other pieces so they likely wont do this.

    I'd honestly be happy to go make minor visual touchups in the game like this for FFXIV if they would let me, since I am a 3D modeler myself, and I love FFXIV but they would never allow that lol
    (0)

  9. #9
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
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    582
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I have to wonder about the physics = massive lag on lower end machines given how Valve had full physics in HL2 and the Portal games way back when and Nintendo managed to get full physics on everything running on a Wii U. Assuming it's handled reasonably - that is things that don't affect something being rendered don't get physics computed for them, a GPU should be able to handle that for minimal cost, right? Plus they increased the minimum spec for the graphics update which really should reduce the impact further.

    All that said, I'm the first to admit I'm not an expert on the matter, if I'm wrong then I'm wrong.
    (0)

  10. #10
    Player
    Kelg's Avatar
    Join Date
    May 2012
    Posts
    505
    Character
    Kelg Granthal
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Well the thing is, on a single player game it's not a big deal to have physics like that, but on an MMO you have to render sometimes up to 50 player models and it adds up fast, especially since NPCs in single player games are designed with limited polygons and are usually a single model, while players in FFXIV are made up of multiple different models, textures and materials based on whatever race they are and what gear they're wearing so they end up with way more resources to load one. That's why this game can have fps chokes even on relatively modern hardware (mostly cpu bound, but also can be gpu depending on what settings you're running).
    (0)

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